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qt: ensure worker cancellation is complete before clearing

This commit is contained in:
Liam 2023-10-12 21:07:49 -04:00
parent 519c12da15
commit faa6c35e78
3 changed files with 11 additions and 6 deletions

View file

@ -826,12 +826,13 @@ void GameList::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) {
tree_view->setColumnHidden(COLUMN_SIZE, !UISettings::values.show_size);
tree_view->setColumnHidden(COLUMN_PLAY_TIME, !UISettings::values.show_play_time);
// Before deleting rows, cancel the worker so that it is not using them
emit ShouldCancelWorker();
// Delete any rows that might already exist if we're repopulating
item_model->removeRows(0, item_model->rowCount());
search_field->clear();
emit ShouldCancelWorker();
GameListWorker* worker =
new GameListWorker(vfs, provider, game_dirs, compatibility_list, play_time_manager, system);

View file

@ -293,7 +293,7 @@ void GameListWorker::AddTitlesToGameList(GameListDir* parent_dir) {
void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_path, bool deep_scan,
GameListDir* parent_dir) {
const auto callback = [this, target, parent_dir](const std::filesystem::path& path) -> bool {
if (stop_processing) {
if (stop_requested) {
// Breaks the callback loop.
return false;
}
@ -399,7 +399,6 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa
}
void GameListWorker::run() {
stop_processing = false;
provider->ClearAllEntries();
for (UISettings::GameDir& game_dir : game_dirs) {
@ -427,9 +426,11 @@ void GameListWorker::run() {
}
emit Finished(watch_list);
processing_completed.Set();
}
void GameListWorker::Cancel() {
this->disconnect();
stop_processing = true;
stop_requested.store(true);
processing_completed.Wait();
}

View file

@ -12,6 +12,7 @@
#include <QRunnable>
#include <QString>
#include "common/thread.h"
#include "yuzu/compatibility_list.h"
#include "yuzu/play_time_manager.h"
@ -82,7 +83,9 @@ private:
const PlayTime::PlayTimeManager& play_time_manager;
QStringList watch_list;
std::atomic_bool stop_processing;
Common::Event processing_completed;
std::atomic_bool stop_requested = false;
Core::System& system;
};